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35 Heat Cap, 8 Heat/10S Per Dhs, 10/15 Heat Ppc/er, Remove Hc And Cr From Trees


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Poll: Do you like this idea? (8 member(s) have cast votes)

Do you approve of this idea?

  1. Yes (3 votes [37.50%])

    Percentage of vote: 37.50%

  2. No (3 votes [37.50%])

    Percentage of vote: 37.50%

  3. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Parts (explain below) (2 votes [25.00%])

    Percentage of vote: 25.00%

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#1 hammerreborn

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Posted 19 July 2013 - 03:38 PM

As title.

The effect of this is that high heat alphas become impossible to generate without shutting down, but allowing for enough dissipation that dps builds become viable?

Now to explain each part:

35 cap:

Why not 30 as in TT you might ask? Well, this is to help compensate for increased heat generation on some maps, as well as allowing two erppcs to be fired simultaneously for some burst potential, but only on cooler/neutral maps AND while not moving.

Why a lowered heat cap?

Because currently the 70+ heat caps on assault mechs and the 50-60 of lights/mediums is why we see such a disparity on the battlefield, and why 4-6 ppc stalkers and other high heat high damage alphas to exist with nearly no penalty. A 35 cap puts everyone on even ground.

8 heat/10s for EVERY DHS

People always yell, KISS. That's what this does. Quadruple the dissipation, so that your ten standard heat sinks dissipates 2 medium lasers a second (8 a second).

The effect:

Everything dissipates faster, keeping this game fast paced, but in combination with the heat cap prevents "boom! Headshot" awplike battle.

Put an extra 5 DHS, and your 9 laser hunch can chain fire 3 mediums a second every second.

Put an extra 10 and you can do the same with 4 erppcs, one a second for 4 seconds.

Battlefields would switch from burst and hide, bombard and lull to a constant array of firepower. Do you burst 7-8 lasers and torso twist; or do you charge your enemy with a sustained fire rate of 15 damage a second?

The removal of the tree unlocks is just obvious. KISS

#2 Nothing Whatsoever

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Posted 19 July 2013 - 04:36 PM

I definitely agree with reducing the Heat Threshold, the question is what value is the best to use.

Since we have the Mech Efficiencies, that can give up to a 20% boost on unlocking the four Elite ones, what if we lower the base value calculation a bit?

So that we have a base stat starting at say 25, then that 20% boost brings us to a Cap of 30.

Otherwise, starting with a base stat of 30 would take us to 36 with the 20% boost.

Then tinkering with Dissipation to get what is needed to have a better balance between Heat Dissipation and Threshold.

#3 hammerreborn

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Posted 19 July 2013 - 04:46 PM

View PostPraetor Shepard, on 19 July 2013 - 04:36 PM, said:

I definitely agree with reducing the Heat Threshold, the question is what value is the best to use.

Since we have the Mech Efficiencies, that can give up to a 20% boost on unlocking the four Elite ones, what if we lower the base value calculation a bit?

So that we have a base stat starting at say 25, then that 20% boost brings us to a Cap of 30.

Otherwise, starting with a base stat of 30 would take us to 36 with the 20% boost.

Then tinkering with Dissipation to get what is needed to have a better balance between Heat Dissipation and Threshold.


That's why the suggestion includes eliminating cool run and heat containment

#4 Nothing Whatsoever

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Posted 19 July 2013 - 04:59 PM

View Posthammerreborn, on 19 July 2013 - 04:46 PM, said:

That's why the suggestion includes eliminating cool run and heat containment


Yeah, but depending on how the Pilot Lab gets changed in the future, we might still be stuck with them.

#5 hammerreborn

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Posted 20 July 2013 - 04:13 AM

View PostPraetor Shepard, on 19 July 2013 - 04:59 PM, said:


Yeah, but depending on how the Pilot Lab gets changed in the future, we might still be stuck with them.


In which case you make base heat cap 30 and with bonuses it gets up to 36 instead of 35 and do 1.8 DHS to go to 2 when elited

#6 Nothing Whatsoever

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Posted 20 July 2013 - 04:26 AM

View Posthammerreborn, on 20 July 2013 - 04:13 AM, said:

In which case you make base heat cap 30 and with bonuses it gets up to 36 instead of 35 and do 1.8 DHS to go to 2 when elited


I can live with that.

I do prefer changing the Pilot Lab to be more specific to each and every variant for greater diversity; since we have such variants in MWO as it currently is, but I also understand that, that is more work for the devs also.

So, I simply wonder if we would get to try out better changes as suggested for Heat dissipation and threshold for all mechs.

#7 hammerreborn

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Posted 20 July 2013 - 04:31 AM

I sort of like the standardized trees, and then doing quirks for each variant. Maybe each class, but not each mech. There's already too much min maxing with just the hardpoint layouts to then also bring in "well the atlas ddc has the best build when you factor in its skills"

I mean hell, look how much the k2 pitch/yaw nerf caused an uproar a couple months ago.

Edited by hammerreborn, 20 July 2013 - 04:32 AM.


#8 Nothing Whatsoever

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Posted 20 July 2013 - 04:39 AM

View Posthammerreborn, on 20 July 2013 - 04:31 AM, said:

I sort of like the standardized trees, and then doing quirks for each variant. Maybe each class, but not each mech. There's already too much min maxing with just the hardpoint layouts to then also bring in "well the atlas ddc has the best build when you factor in its skills"

I mean hell, look how much the k2 pitch/yaw nerf caused an uproar a couple months ago.


True, there needs to be a middle ground for any variance.

#9 rgreat

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Posted 20 July 2013 - 05:41 AM

Agree with heat cap.

Disagree with 4x dissipation. That will produce TOO quick paced battles.

I'd recommend using reduced weapons damage or firerate (depending on weapon) instead while simultaneously reducing heat on all weapons.

Goal is making all weapons close to TT values but not "per shot", but "per 10 seconds of constant fire",

Edited by rgreat, 20 July 2013 - 05:43 AM.


#10 hammerreborn

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Posted 20 July 2013 - 10:55 AM

View Postrgreat, on 20 July 2013 - 05:41 AM, said:

Agree with heat cap.

Disagree with 4x dissipation. That will produce TOO quick paced battles.

I'd recommend using reduced weapons damage or firerate (depending on weapon) instead while simultaneously reducing heat on all weapons.

Goal is making all weapons close to TT values but not "per shot", but "per 10 seconds of constant fire",


Then the dissipation can be dropped. I frankly prefer the quicker battles, but if you want to slow things down it's an easy change to do.





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